Files
OpenRA/OpenRa.Game/Game.cs
2009-10-24 19:49:27 +13:00

207 lines
6.1 KiB
C#

using System.Collections.Generic;
using OpenRa.FileFormats;
using OpenRa.Game.Graphics;
using OpenRa.TechTree;
using System.Drawing;
using System.Linq;
using IrrKlang;
using IjwFramework.Collections;
using System;
using IjwFramework.Types;
using OpenRa.Game.Traits;
namespace OpenRa.Game
{
static class Game
{
public static readonly int CellSize = 24;
public static World world;
public static Map map;
static TreeCache treeCache;
public static TerrainRenderer terrain;
public static Viewport viewport;
public static PathFinder pathFinder;
public static Network network;
public static WorldRenderer worldRenderer;
public static Controller controller;
static int localPlayerIndex;
public static Dictionary<int, Player> players = new Dictionary<int, Player>();
public static Player LocalPlayer { get { return players[localPlayerIndex]; } }
public static BuildingInfluenceMap BuildingInfluence;
static ISoundEngine soundEngine;
public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer)
{
Rules.LoadRules( mapName );
for( int i = 0 ; i < 8 ; i++ )
players.Add(i, new Player(i, string.Format("Multi{0}", i), Race.Soviet));
localPlayerIndex = localPlayer;
var mapFile = new IniFile( FileSystem.Open( mapName ) );
map = new Map( mapFile );
FileSystem.Mount(new Package(map.Theater + ".mix"));
viewport = new Viewport(clientSize, map.Size, renderer);
terrain = new TerrainRenderer(renderer, map, viewport);
world = new World();
treeCache = new TreeCache(map);
foreach( TreeReference treeReference in map.Trees )
world.Add( new Actor( treeReference, treeCache, map.Offset ) );
BuildingInfluence = new BuildingInfluenceMap(world, 8);
LoadMapBuildings( mapFile );
LoadMapUnits( mapFile );
pathFinder = new PathFinder(map, terrain.tileSet, BuildingInfluence);
network = new Network();
controller = new Controller();
worldRenderer = new WorldRenderer(renderer);
soundEngine = new ISoundEngine();
sounds = new Cache<string, ISoundSource>(LoadSound);
PlaySound("intro.aud", false);
}
static void LoadMapBuildings( IniFile mapfile )
{
foreach( var s in mapfile.GetSection( "STRUCTURES", true ) )
{
//num=owner,type,health,location,facing,trigger,unknown,shouldRepair
var parts = s.Value.ToLowerInvariant().Split( ',' );
var loc = int.Parse( parts[ 3 ] );
world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128-map.Offset.Y ), players[ 0 ] ) );
}
}
static void LoadMapUnits( IniFile mapfile )
{
foreach( var s in mapfile.GetSection( "UNITS", true ) )
{
//num=owner,type,health,location,facing,action,trigger
var parts = s.Value.ToLowerInvariant().Split( ',' );
var loc = int.Parse( parts[ 3 ] );
world.Add( new Actor( parts[ 1 ], new int2( loc % 128 - map.Offset.X, loc / 128 - map.Offset.Y ), players[ 0 ] ) );
}
}
static Cache<string, ISoundSource> sounds;
static ISoundSource LoadSound(string filename)
{
var data = AudLoader.LoadSound(FileSystem.Open(filename));
return soundEngine.AddSoundSourceFromPCMData(data, filename,
new AudioFormat()
{
ChannelCount = 1,
FrameCount = data.Length / 2,
Format = SampleFormat.Signed16Bit,
SampleRate = 22050
});
}
public static void PlaySound(string name, bool loop)
{
var sound = sounds[name];
// todo: positioning
soundEngine.Play2D(sound, loop, false, false);
}
public static void Tick()
{
var stuffFromOtherPlayers = network.Tick(); // todo: actually use the orders!
world.Update();
viewport.DrawRegions();
}
public static bool IsCellBuildable(int2 a, UnitMovementType umt)
{
if (BuildingInfluence.GetBuildingAt(a) != null) return false;
a += map.Offset;
return map.IsInMap(a.X, a.Y) &&
TerrainCosts.Cost(umt,
terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
}
static IEnumerable<Actor> FindUnits(float2 a, float2 b)
{
var min = float2.Min(a, b);
var max = float2.Max(a, b);
var rect = new RectangleF(min.X, min.Y, max.X - min.X, max.Y - min.Y);
return world.Actors
.Where(x => x.Bounds.IntersectsWith(rect));
}
public static IEnumerable<Actor> FindUnitsInCircle(float2 a, float r)
{
return FindUnits(a - new float2(r, r), a + new float2(r, r))
.Where(x => (x.CenterLocation - a).LengthSquared < r * r);
}
public static IEnumerable<Actor> SelectUnitsInBox(float2 a, float2 b)
{
return FindUnits(a, b).Where(x => x.Owner == LocalPlayer && x.traits.Contains<Traits.Mobile>());
}
public static IEnumerable<Actor> SelectUnitOrBuilding(float2 a)
{
var q = FindUnits(a, a);
return q.Where(x => x.traits.Contains<Traits.Mobile>()).Concat(q).Take(1);
}
public static int GetDistanceToBase(int2 b, Player p)
{
var building = BuildingInfluence.GetNearestBuilding(b);
if (building == null || building.Owner != p)
return int.MaxValue;
return BuildingInfluence.GetDistanceToBuilding(b);
}
public static Random SharedRandom = new Random(); /* for things that require sync */
public static Random CosmeticRandom = new Random(); /* for things that are just fluff */
public static readonly Pair<VoicePool, VoicePool> SovietVoices =
Pair.New(
new VoicePool("ackno", "affirm1", "noprob", "overout", "ritaway", "roger", "ugotit"),
new VoicePool("await1", "ready", "report1", "yessir1"));
public static void BuildUnit(Player player, string name)
{
var producer = world.Actors
.FirstOrDefault(a => a.unitInfo != null && a.unitInfo.Name == "weap" && a.Owner == player);
if (producer == null)
throw new InvalidOperationException("BuildUnit without suitable production structure!");
var unit = new Actor(name, (1/24f * producer.CenterLocation).ToInt2(), player);
var mobile = unit.traits.Get<Mobile>();
mobile.facing = 128;
mobile.QueueAction( new Traits.Mobile.MoveTo( unit.Location + new int2( 0, 3 ) ) );
world.AddFrameEndTask(_ => world.Add(unit));
// todo: make the producing building play `build`
if (producer.traits.Contains<RenderWarFactory>())
producer.traits.Get<RenderWarFactory>().EjectUnit();
}
}
}